Rotations | Overcast Network 's public server rotations

 by   OvercastNetwork Ruby Version: Current License: No License

kandi X-RAY | Rotations Summary

kandi X-RAY | Rotations Summary

Rotations is a Ruby library. Rotations has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

This repository contains a listing of files which correspond to all public Overcast Network rotations.
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            kandi-support Support

              Rotations has a low active ecosystem.
              It has 38 star(s) with 45 fork(s). There are 46 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 10 open issues and 393 have been closed. On average issues are closed in 59 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Rotations is current.

            kandi-Quality Quality

              Rotations has 0 bugs and 0 code smells.

            kandi-Security Security

              Rotations has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Rotations code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Rotations does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Rotations releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of Rotations
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            Rotations Key Features

            No Key Features are available at this moment for Rotations.

            Rotations Examples and Code Snippets

            No Code Snippets are available at this moment for Rotations.

            Community Discussions

            QUESTION

            swift SceneKit decline node move
            Asked 2021-Jun-10 at 14:05

            I create a sphere node, I need the user to be able only to rotate (left / right, up / down) and zoom in / out the node, but default he can move the node from the center (with two fingers) - is possible prohibit the user to move the node from the center? thanks for any help

            ...

            ANSWER

            Answered 2021-Jun-08 at 18:38

            Yes, all of that is doable. First, create your own camera class and turn off allowsCameraControl. Then you can implement zoom/strafe/whatever.

            Here are some examples that may help, just search for these numbers in the stack search bar and find my answers/examples.

            57018359 - this post one tells you how to touch a 2d screen (tap) and translate it to 3d coordinates with you deciding the depth (z), like if you wanted to tap the screen and place an object in 3d space.

            57003908 - this post tells you how to select an object with a hitTest (tap). For example, if you showed the front of a house with a door and tap it, then the function would return your door node provided you name the node "door" and took some kind of action when it's touched. Then you could reposition your camera based on that position. You'll want to go iterate through all results because there might be overlapping or plus Z nodes

            55129224 - this post gives you quick example of creating a camera class. You can use this to reposition your camera or move it forward and back, etc.

            Two finger drag:

            Source https://stackoverflow.com/questions/67888025

            QUESTION

            Swift SceneKit nor rounded sphere
            Asked 2021-Jun-10 at 09:29

            I add a sphere node, but when i rotate the node (from touching) the edges of the sphere are not smooth. Is there a way to fix this?

            When rotating on X all is good, but in Y sphere is not smooth :(

            ...

            ANSWER

            Answered 2021-Jun-10 at 09:29

            You can also subdivide your Geometry:

            Source https://stackoverflow.com/questions/67917213

            QUESTION

            Rotating a globe in Unity while keeping it the right way up
            Asked 2021-Jun-03 at 08:39

            Here is the problem:

            I have a globe in unity, and by right-clicking and dragging the mouse, it can be rotated both around the equator and the parallel axis horizontal to the camera (in this case the absolute x-Axis, keeping the poles on th YZ-plane), and this works fine, no problems.

            The other way of rotating the globe is to click on labels, which automatically rotates the globe to center the label on the camera. The globe starts centered on global coordinates 0,0. This works, however the further away the label is from the prime meridian (so the further east or west from 0 lat.), the further the poles rotate away from their intended axis (instead of remaining along the YZ-plane). Does anyone have any clues on how to achieve this?

            Here is the relevant code:

            ...

            ANSWER

            Answered 2021-May-25 at 15:20

            Instead of Quaternion you can use can compare x, y, z of the rotation. So it is flexible for each direction.

            Source https://stackoverflow.com/questions/67690034

            QUESTION

            Render refresh for large models in Forge viewer
            Asked 2021-Jun-01 at 08:54

            I am experiencing slower render refreshing for a model in forge viewer, than for the same file in the BIM360 viewer. I am wondering whether it is possible to obtain the same performance in the forge viewer, and if so, how?

            I have been looking through old posts on the subjected, where various settings are suggested. The function viewer.impl.setFPSTargets, as suggested in an old post from 2018, was tested, but even though less objects visibly refreshed, it was on the expense of the graphical performance during view rotations. The viewer.impl.toggleVizBuffer, suggested in the same post seems to have been removed.

            Are there any other options or settings I can test to improve my performance?

            The object flickering experienced in the forge viewer can be seen here: Forge viewer render refreshing

            Whereas in the BIM360 viewer, the performance is much smoother: BIM360 render refreshing

            ...

            ANSWER

            Answered 2021-Jun-01 at 08:54

            The difference in performance might be related to the new, significantly improved viewing format that Forge introduced not too long ago: https://forge.autodesk.com/blog/svf2-public-beta-new-optimized-viewer-format. BIM 360 has been using it for some time now.

            If you'd like to give it a shot yourself, take a look at https://forge.autodesk.com/en/docs/model-derivative/v2/developers_guide/notes/.

            Source https://stackoverflow.com/questions/67774854

            QUESTION

            Google Foobar challenge Minion Work Assignments
            Asked 2021-May-28 at 14:29

            I've seen a lot of these google foobar challenges and really didn't think I would be invited. I want to ask about the first question. All in all the requirement is this:

            ...

            ANSWER

            Answered 2021-Apr-16 at 16:15

            Read the instructions carefully:

            The returned list should...

            You print out the resulting list, but you never return it.

            Source https://stackoverflow.com/questions/67127860

            QUESTION

            How to control `transform-box` for `` elements?
            Asked 2021-May-27 at 22:26
            Background

            I’m loving the expanded CSS support in SVG2. It’s great not having to rewrite attributes over and over. So I’ve been converting some code in a project from SVG attributes to CSS. Most of this has worked just fine.

            When it comes to transforms, things can seem tricky if you are comfy with how CSS transforms work in HTML. (This is especially true for rotate() transformations, which is the focus of this question.) That’s because SVG doesn’t have the “automatic flow” that HTML does.

            In other words, when you have a bunch of HTML elements, one after another, they will automatically lay themselves out according to the box model.

            There is no such “automatic” or “default” layout in SVG. As a result, SVG transforms default to being calculated from the origin. (That’s 0,0 in user coordinates).

            The Almost-Perfect Solution

            For most elements, there’s a simple solution: the awesome CSS property transform-box. In most cases, using the following CSS will allow you to transform SVG elements in pretty much the same way as HTML elements:

            ...

            ANSWER

            Answered 2021-May-22 at 18:42

            So you want to put an element somewhere with , and then rotate it in place?

            The simplest solution I have found does include the transform attribute, but you don't need to specify the rotation point. See the following example, where the green rectangle does what you want.

            In CSS, we include use elements in the transform-box rule. Then we position and rotate each element with the transform attribute (replacing x, y and CSS rotation):

            Source https://stackoverflow.com/questions/67651011

            QUESTION

            GLB animation in three.js is too fast
            Asked 2021-May-24 at 21:38

            I have uploaded a glb file with an animation, and the animation is moving extremely fast, and I do not know why.

            This is my character's animation code:

            ...

            ANSWER

            Answered 2021-May-24 at 21:38

            I think the issue is with your AnimationMixer.update() call. If you look at the docs, update is expecting a time-delta in seconds, but it looks like you're passing the total running time. This means it should receive the time passed since the last frame. You can fix this by using clock.getDelta(); as the argument:

            Source https://stackoverflow.com/questions/67678701

            QUESTION

            How can I rotate the capsule to look at the next position while reaching the current position?
            Asked 2021-May-20 at 23:43
            using System.Collections;
            using System.Collections.Generic;
            using System.Linq;
            using UnityEngine;
            
            public class WaypointsFollower : MonoBehaviour
            {
                public float speed;
                public Waypoints waypoints;
                public Transform capsule;
                public bool go;
                public bool goForward;
                public float rotationSpeed;
            
                private int index = 0;
                private int counter = 0;
                private int c = 0;
                private List curvedLinePoints = new List();
            
                public int numofposbetweenpoints;
            
                private bool getonce;
                private bool getBackwardIndexOnce = true;
            
                private void Start()
                {
                    waypoints = GameObject.Find("Waypoints").GetComponent();
            
                    curvedLinePoints = GameObject.FindGameObjectsWithTag("Curved Line Point").ToList();
            
                    if(waypoints.moveInReverse == false)
                    {
                        goForward = true;
                    }
                    else
                    {
                        goForward = false;
                    }
            
                    if(goForward)
                    {
                        index = 0;
                    }
                }
            
                private void Update()
                {
                    if (getonce == false)
                    {
                        numofposbetweenpoints = curvedLinePoints.Count;
            
                        getonce = true;
                    }
            
                    if (go == true && waypoints.lineRendererPositions.Count > 0)
                    {
                        if(goForward == false && getBackwardIndexOnce)
                        {
                            index = waypoints.lineRendererPositions.Count - 1;
            
                            getBackwardIndexOnce = false;
                        }
            
                        Move();
                    }
                }
            
                private void Move()
                {
                    Vector3 newPos = transform.position;
                    float distanceToTravel = speed * Time.deltaTime;
            
                    bool stillTraveling = true;
                    while (stillTraveling)
                    {
                        Vector3 oldPos = newPos;
            
                        // error exception out of bound on line 55 to check !!!!!
                        newPos = Vector3.MoveTowards(oldPos, waypoints.lineRendererPositions[index], distanceToTravel);
            
                        distanceToTravel -= Vector3.Distance(newPos, oldPos);
            
                        if (newPos == waypoints.lineRendererPositions[index]) // Vector3 comparison is approximate so this is ok
                        {
                            // when you hit a waypoint:
                            if (goForward)
                            {
                                bool atLastOne = index >= waypoints.lineRendererPositions.Count - 1;
                                if (!atLastOne)
                                {
                                    index++;
                                    counter++;
                                    if (counter == numofposbetweenpoints)
                                    {
                                        c++;
            
                                        counter = 0;
                                    }
                                    if (c == curvedLinePoints.Count - 1)
                                    {
                                        c = 0;
                                    }
                                }
                                else { index--; goForward = false; }
                            }
                            else
                            { // going backwards:
                                bool atFirstOne = index <= 0;
                                if (!atFirstOne)
                                {
                                    index--;
            
                                    counter++;
                                    if (counter == numofposbetweenpoints)
                                    {
                                        c++;
            
                                        counter = 0;
                                    }
                                    if (c == curvedLinePoints.Count - 1)
                                    {
                                        c = 0;
                                    }
                                }
                                else { index++; goForward = true; }
                            }
                        }
                        else
                        {
                            stillTraveling = false;
                        }
                    }
            
                    transform.position = newPos;
                }
            
                private void RotateTo()
                {
                    // Determine which direction to rotate towards
                    Vector3 targetDirection = -capsule.position;
            
                    // The step size is equal to speed times frame time.
                    float singleStep = rotationSpeed * Time.deltaTime;
            
                    // Rotate the forward vector towards the target direction by one step
                    Vector3 newDirection = Vector3.RotateTowards(capsule.forward, targetDirection, singleStep, 0.0f);
            
                    // Draw a ray pointing at our target in
                    Debug.DrawRay(capsule.position, newDirection, Color.red);
            
                    // Calculate a rotation a step closer to the target and applies rotation to this object
                    capsule.rotation = Quaternion.LookRotation(newDirection);
                }
            }
            
            ...

            ANSWER

            Answered 2021-May-20 at 23:43

            To answer your two newly added questions:

            1. Even if I set the rotationSpeed to 30 it's still rotating kind of slow. Why 30 is so slow?

            Your current timestep is set to rotationSpeed * Time.deltaTime. As you mentioned, rotationSpeed is now 30, but what is Time.deltaTime? Time.deltaTime is the amount of seconds between frames, meaning it is 1 / framesPerSecond. Generally framerate is ~60, so for the example we'll call it 1/60 or 0.016666667. When multiplied by your constant of 30, we get 30/60 or 0.5.

            The parameter you are using in RotateTowards is maxRadiansDelta. From the wiki, this parameter is:

            The maximum angle in radians allowed for this rotation.

            As to why your rotation could be defined as slow, is you are moving at roughly 0.5 radians per second. If you increase this value from 30 to something like 60, you then move to 1.0 radians per second and so on.

            1. The rotation is on all the axis like in this screenshot but I want it to rotate only on the Y but because to make the capsule stand I have to set the X to -90 when rotating on the Y it's changing the capsule-like scaling it. I want the capsule to like spin around itself.

            The issue here is that RotateTowards will orient your object on all axes to directly take the forward direction and point it at your goal transform. I believe something like this could work?

            Source https://stackoverflow.com/questions/67627909

            QUESTION

            Rotating pixel art while maintaining the same Pixel Count even if the image itself gets badly distorted
            Asked 2021-May-20 at 14:37

            I'm trying to find a way to take any Pixel art and rotate it fully 360 degrees without creating gaps, and without removing pixels at any point. Even if this means the end result is significantly distorted. While this is being rendered it's not the rendering of it I care about, it's the individual pixels I care about I can't simply create new or delete existing pixels at different rotations. The total pixel count must remain the same (or at least as close as possible) at any angle.

            Heres a Gif of the problem

            The Left image is Not rotated, the Right is rotated 90 degrees these are fine. The middle one is rotated like 85 or so degrees and you can see if I move back and forth, some pixels disappear while others are created, Specifically on the left/right sides of the middle image. You can see it just deletes those 2 edge pixels rather than moving them.

            I need to find a way that solely MOVES the pixels, without overwriting any pixels, deleting, or creating. Imagine them all being made from Physical Matter, I cannot Create nor Destroy them, I can only move them, I cannot put two pixels inside the same cell either all I can do is Move them.

            ...

            ANSWER

            Answered 2021-May-20 at 13:49

            The problem is, you cannot not lose pixels when you rotate by some arbitrary angle.

            Imagine 3x3 square, all pixels black except the center one, which is white. Now rotate it 45 degrees. How would you draw your resuling square onto the grid? Given your rotation is not anti-alised at all.

            Even if you use anti-aliasing, your best shot looks like this:

            Source https://stackoverflow.com/questions/67621002

            QUESTION

            3D Rotation warps cube
            Asked 2021-May-14 at 17:45

            I've been creating a 3D engine over the past few weeks, and I've managed to get translation and scaling for my objects. But I'm having a slight issue with my rotations. When I try rotating my cube 45 degrees on the z-axis, it becomes warped.

            Example

            Here is where all my calculations for the cubes rotation are. 'vertices' is an array containing all points in my cube. The code is limited to just rotating along the z-axis.

            ...

            ANSWER

            Answered 2021-May-14 at 17:45

            You need temporary variables x, y like:

            Source https://stackoverflow.com/questions/67530587

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Rotations

            You can download it from GitHub.
            On a UNIX-like operating system, using your system’s package manager is easiest. However, the packaged Ruby version may not be the newest one. There is also an installer for Windows. Managers help you to switch between multiple Ruby versions on your system. Installers can be used to install a specific or multiple Ruby versions. Please refer ruby-lang.org for more information.

            Support

            You can suggest changes to the rotations by opening an issue in this repository. Please make sure your request follows these guidelines:. While we welcome community input, please understand that final decisions are made by the OCN development team.
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